World Labs Atlas Explained: Inside the Omni World Model for Spatial Intelligence
Written by
Aerin Kim

World Labs launched Atlas on September 1, 2026, a single model that generates, reconstructs, and simulates 3D worlds from a few photos. Here is how it actually works.
On September 1, 2026, Fei-Fei Li's World Labs introduced Atlas, a single model that generates, reconstructs, and simulates 3D worlds from as few as one to three input photos [1]. That release date matters. It comes ten months after World Labs shipped Marble, its first consumer world-generation product, and four months after the company closed a $1 billion funding round at a reported $5 billion valuation backed by Nvidia, AMD, and Autodesk [2]. Atlas is not a new consumer app. It is the underlying model that will power future versions of Marble and, eventually, a broader API platform, which makes it the more interesting release for anyone trying to understand where 3D and video generation are actually headed in 2026, not just what shipped this week.
This post walks through what Atlas actually is, how its architecture differs from a normal video diffusion model, what its camera-controlled generation and 3D reconstruction capabilities really mean in practice, how its published benchmarks stack up against named competitors, and where the real gaps are, including the fact that World Labs released no technical paper, model card, or parameter count alongside the launch [3]. If you build with, evaluate, or simply want to understand generative video and 3D tools, this is the model worth understanding closely, and it also puts the more accessible camera-controlled video tools creators already use, including Miraflow's cinematic AI video generator, in useful context.

Step 1: What Atlas Actually Is
World Labs describes Atlas as an "omni" world model, meaning it is pretrained from scratch to natively handle text, images, video, and 3D spatial data inside one shared representation, rather than bolting a 3D module onto a text-to-image or text-to-video backbone [1]. The company calls the underlying architecture a multimodal autoregressive diffusion transformer. In plain terms, that combines two lineages that normally live in separate model families:
- From language models: autoregressive, piece-by-piece generation with KV-caching and cache-aware routing, the same mechanisms that let a large language model generate a long response token by token without recomputing everything from scratch each step.
- From video and image diffusion models: rectified flow diffusion, which gradually denoises a rough signal into a sharp output, plus diffusion distillation and classifier-free guidance to keep that process fast enough to be usable.
The distinguishing move is what World Labs calls grounding every input in 3D space to form a shared "spatial context." A photo, a video clip, a camera pose, and a depth map are not processed as four separate data types stitched together after the fact. They are converted into one spatial representation the transformer reasons over directly. That is the technical reason Atlas can take a single photo and a target camera path and generate a physically coherent flythrough, rather than a video model's usual trick of extrapolating plausible-looking motion frame by frame with no real concept of the 3D geometry underneath it.
World Labs also says Atlas showed a fairly classic large-model scaling pattern during development: a series of progressively larger checkpoints, with genuinely new capabilities unlocking at each scale rather than existing capabilities simply getting marginally sharper [1]. That is consistent with what OpenAI, Google DeepMind, and Anthropic have all reported for their own frontier language models, and it is a meaningful signal that spatial intelligence is following a similar compute-scaling curve to language, not a fundamentally different one.

Step 2: From Marble to Atlas, Why World Labs Built a Model Instead of Another Product
To understand why Atlas matters, it helps to know what came before it. World Labs launched Marble on November 12, 2025 as its first commercial product: a tool that turns text prompts, photos, panoramas, or rough 3D sketches into fully editable 3D environments, exportable as Gaussian splats, traditional meshes, or video, with a freemium and paid tier structure aimed at game studios, VFX teams, and spatial designers [4]. Marble also shipped an experimental 3D editor called Chisel, which lets a user block out rough walls, rooms, and terrain and then use a text prompt to refine that rough layout into a finished scene [5].
Marble was the product. Atlas is the model underneath it, and World Labs has been explicit that Atlas will power future versions of Marble rather than replacing it [1]. That is an important distinction for anyone trying to evaluate this space. A lot of coverage in 2025 and early 2026 treated Marble and Atlas as roughly interchangeable "world model" news, but they answer different questions. Marble answers "can I generate and edit a 3D environment as a creative tool." Atlas answers a broader question: can one foundation model generate, reconstruct, and simulate a world well enough to eventually sit underneath many different products, the way GPT-class models sit underneath dozens of different consumer apps rather than being a single app themselves.
World Labs' framing of "spatial intelligence" as the next major AI capability gap is not a new position for its founder. Fei-Fei Li built her academic reputation on ImageNet, the labeled image dataset that helped trigger the deep learning boom in computer vision starting in 2012, and later led AI efforts at Google Cloud before founding World Labs in 2024 specifically around the argument that today's language and image models understand what things look like far better than they understand where things are, how far apart they sit, and how they would move if touched. That thesis is a useful lens for reading Atlas's three capabilities as one coherent bet rather than three separate features: generation, reconstruction, and simulation are all different angles on the same underlying claim, that spatial reasoning is a distinct capability worth training for directly rather than a side effect of scaling a video or language model further.
That framing also explains the funding trajectory. World Labs raised from Andreessen Horowitz, AMD, and Nvidia at launch in 2024, then closed a $1 billion round in February 2026 from Autodesk, a16z, Nvidia, and AMD again, reportedly valuing the company at $5 billion, according to Bloomberg's reporting as cited by Dealroom [2]. Autodesk's participation is the more telling data point here. A CAD and design-software company does not typically invest in a consumer photo-editing app. It invests in infrastructure it expects to eventually integrate into its own product lines, which lines up with World Labs' own description of Atlas as a platform play, not a single feature.

Where Atlas Sits in the Broader World Model Race
World Labs is not the only lab chasing this category, and the competitive field explains why Atlas's hybrid architecture is a deliberate bet rather than an obvious default. Google DeepMind's Genie 3 became publicly available to Google AI Ultra subscribers in the United States in late January 2026, and it takes a fundamentally different approach: a fully autoregressive model that generates an interactive, navigable environment in real time from a text prompt, at roughly 720p and 24 frames per second, with about 60 seconds of interactive memory before the simulated world's coherence starts to degrade [[11]](https://en.wikipedia.org/wiki/Genie_(AI_model)). Genie 3's environments are playable in real time, which Atlas's output currently is not, since Atlas generates a fixed camera-controlled clip rather than a live, explorable space a user can freely walk through.
NVIDIA has taken a third approach entirely with Cosmos, an open, self-hostable family of world models trained on roughly 20 million hours of real-world video and aimed squarely at generating synthetic training data for robotics and autonomous-vehicle pipelines, reporting more than 2 million downloads of its models and tools [12]. Where Atlas and Genie 3 are closed, hosted systems accessed through a company's own platform, Cosmos is designed to be downloaded and run inside a company's own infrastructure, which matters enormously for robotics and automotive teams with strict data-residency or latency requirements that a hosted API cannot satisfy.
The architectural split across these three systems maps directly onto a real engineering tradeoff. Purely autoregressive world models like Genie 3 tend to be fast enough for real-time interaction but lose visual quality and temporal consistency over longer horizons, since each new frame is predicted from the model's own recent output with compounding error. Diffusion-based approaches like Cosmos-Predict tend to hold visual quality and consistency better over a longer generation, at the cost of not running in true real time [12]. Atlas's own architecture, an autoregressive diffusion transformer, reads as a direct attempt to sit between those two failure modes: autoregressive enough for the efficiency and long-context handling large models need, diffusion-based enough to hold visual and geometric consistency across a full generated clip rather than degrading the way a purely autoregressive system does. Whether that tradeoff actually holds up under independent, apples-to-apples testing against Genie 3 and Cosmos is exactly the kind of question the missing technical paper makes harder to answer from the outside.

Step 3: Camera-Controlled Generation and Spatial Context Management
The capability World Labs leads with is camera-controlled generation: from one or more reference images, Atlas generates up to one minute of video at 1440p resolution, with the camera's exact position and movement path given as a native input rather than described in a text prompt [1]. That distinction matters more than it sounds. Most video generation tools in 2026, including strong ones, take camera direction as natural language ("slow dolly in," "orbit left") and the model interprets that instruction probabilistically. Atlas instead takes literal camera geometry, the kind of numeric pose data a game engine or a robotics pipeline would use, and treats it as a hard constraint the generation has to satisfy, not a suggestion.
World Labs also describes a related capability it calls spatial context management: the ability to stitch multiple unrelated reference images into one coherent spatial scene, rather than requiring every input photo to already belong to the same physical space [1]. In practice that means a production team could feed Atlas a handful of separately shot reference photos, from different locations or different times, and have the model resolve them into a single consistent 3D environment with a camera path that moves through all of them coherently. That is a genuinely different workflow from "type a prompt, get a clip," and it is closer to how a VFX previs artist or a game level designer actually works: assembling reference material first, then defining a camera move through the assembled space second.
A short quote helps clarify how World Labs frames the capability's intended use: the company positions camera-controlled generation as sitting "between a renderer and a simulator," producing output that is directable like a render but generative like a simulation [1]. That framing is a useful mental model for the whole category. A renderer takes a fully specified 3D scene and produces pixels. A simulator predicts how a scene evolves under physical rules. Atlas sits in between, generating plausible pixels and geometry from partial input while still respecting the camera constraints it is given.

Step 4: Spatial Reconstruction, From One Photo to a Full 3D Scene
The second core capability is reconstruction in the other direction: instead of generating a new scene, Atlas can take as few as one to three real photos and reconstruct them into an explicit 3D representation, output as either point clouds or 3D Gaussian splats, the same splat format Marble uses for its own scenes [1]. World Labs demonstrated this scaling from sparse to dense input using ground-level photos of Stanford's Main Quad, showing reconstruction quality improving as the photo count grew from two images up to twenty-five, including the model correctly inferring aerial-style perspectives it was never directly shown [6].
Why Gaussian splats specifically. It is worth understanding why World Labs standardized on splats rather than the two other common 3D representations, traditional polygon meshes or neural radiance fields (NeRFs). A mesh is fast to render and works with every existing game engine and 3D tool, but reconstructing a clean mesh from real-world photos is notoriously hard around fine detail like hair, foliage, or fabric, which tend to come out blocky or torn. A NeRF handles that fine detail far better, since it represents a scene as a continuous volumetric function rather than discrete geometry, but classic NeRFs are slow to render and expensive to query in real time. 3D Gaussian splats sit between the two: a scene is represented as millions of small, soft, colored ellipsoid "blobs" instead of triangles or a neural function, which keeps the fine-detail quality closer to a NeRF while rendering fast enough for real-time playback in a browser, which is exactly what World Labs' own Spark renderer is built to do. That rendering speed is also why splats are the practical choice for a model meant to feed robotics simulation pipelines, which need to render many varied scenes quickly during training rather than wait on a single high-quality offline render.
This is where Atlas's benchmarks against dedicated 3D reconstruction models are most concrete. World Labs reports Atlas achieving a lower average reconstruction error than several specialized open-source 3D reconstruction systems on standard depth-estimation benchmarks, including models like Pi3X, VGGT, and Depth Anything 3, all of which are purpose-built research systems for exactly this task and nothing else [1]. Beating specialist models with a generalist, omni-modal system is a meaningful claim if it holds up under independent testing, since it would suggest the same representation that lets Atlas generate video also gives it better geometric understanding than models trained only to estimate depth.
Step 5: Space-Time Simulation for Robotics and VFX
The third capability, and the one most clearly aimed at industrial rather than creative use, is what World Labs calls space-time simulation. Two specific applications stand out:
Multiview "bullet time" reconstruction. Given footage from three to five ordinary cameras, including phone or action cameras rather than a professional multi-camera rig, Atlas can reframe the captured moment from novel viewpoints, producing the kind of frozen-time, camera-orbiting shot that traditionally required a purpose-built array of dozens of synchronized cameras (the effect popularized by The Matrix and now common in sports broadcast replays) [1]. Lowering that from a dedicated camera rig to a handful of consumer cameras is a real production-cost reduction, if the output quality holds up outside curated demos.
Real-to-sim for robotics. Atlas can generate RGB and depth data suitable for simulating a robot's sensor inputs, and World Labs specifically calls out support for rigid, articulated, and deformable objects, three categories that behave very differently in physical simulation and are usually handled by separate specialized pipelines [1]. The practical value here is training data diversity: a robotics team can capture a small number of real photos of an object or environment, then use Atlas to generate varied simulated scenarios, lighting conditions, and object arrangements around that captured reality, rather than needing to physically stage every scenario they want a robot policy trained against.

This is the clearest evidence that Atlas is aimed well beyond content creation. Rigid-articulated-deformable object simulation and RGB-plus-depth sensor generation are robotics infrastructure concerns, not filmmaking ones, and it lines up with World Labs' stated use cases spanning creative production, robotics training, gaming, design, and real estate documentation all in the same product [1].
Step 6: How Atlas's Benchmarks Actually Compare
World Labs published two sets of comparative numbers alongside the launch. For camera-controlled generation, the company ran blind human preference tests against several current video models, including MiniMax H3, Gemini Omni Flash, and Seedance 2.5, reporting evaluator preference for Atlas ranging roughly from the mid-70s up into the low-90s percent depending on the specific competitor, with the widest margin against Seedance 2.5 [1]. For 3D reconstruction accuracy, Atlas posted a lower average error (roughly 25 on the AbsRel metric, scaled by 10⁻³) than the specialist baselines Pi3X, VGGT, and Depth Anything 3, all of which scored somewhere in the high-20s to high-30s range on the same scale [1][6].
Two things are worth knowing before treating either number as settled. First, both figures are World Labs' own self-reported evaluations, not results from an independent, third-party benchmark suite. Second, and more importantly, independent AI industry coverage flagged at launch that World Labs released no accompanying technical paper, no model card, and no parameter or training-compute figures, describing the training data only as "a large diverse corpus of multimodal data" [3]. That is a meaningfully thinner disclosure than most frontier labs provide alongside a major model launch, and it means the specific competitor list, prompt set, and evaluator pool behind those preference percentages have not been made available for outside scrutiny.
Here is a small script that lays the published numbers out for direct comparison, useful if you want to sanity-check the framing yourself or track how these figures get cited (and potentially revised) as more independent evaluations appear:
python/code # Lay out World Labs' own published Atlas benchmark numbers for direct comparison. # Source: worldlabs.ai/blog/atlas and corroborating coverage (see References). # These are vendor-reported figures, not an independent third-party benchmark run. camera_control_preference = { "MiniMax H3": 75, "Gemini Omni Flash": 81, "Seedance 2.5": 94, } reconstruction_error_absrel_e3 = { "Atlas": 25.3, "Pi3X": 28.7, "VGGT": 34.7, "Depth Anything 3": 36.4, } print("Camera-controlled generation: human evaluator preference for Atlas\n") for model, pct in sorted(camera_control_preference.items(), key=lambda x: -x[1]): print(f" Atlas preferred over {model:<20} {pct}% of the time") print("\n3D reconstruction error (AbsRel x10^-3, lower is better)\n") for model, err in sorted(reconstruction_error_absrel_e3.items(), key=lambda x: x[1]): marker = " <- Atlas" if model == "Atlas" else "" print(f" {model:<20} {err}{marker}")
The practical takeaway is not that the numbers are wrong. It is that they should be read the way you would read any vendor-published benchmark: directionally informative, not independently verified, and worth re-checking against real output on your own use case before making a purchasing or architecture decision.
| Metric | Atlas | Compared model | Result |
|---|---|---|---|
| Camera-controlled generation (human preference) | Atlas | MiniMax H3 | Preferred 75% of the time |
| Camera-controlled generation (human preference) | Atlas | Gemini Omni Flash | Preferred 81% of the time |
| Camera-controlled generation (human preference) | Atlas | Seedance 2.5 | Preferred 94% of the time |
| 3D reconstruction error (AbsRel x10⁻³, lower is better) | 25.3 | Pi3X | 28.7 |
| 3D reconstruction error (AbsRel x10⁻³, lower is better) | 25.3 | VGGT | 34.7 |
| 3D reconstruction error (AbsRel x10⁻³, lower is better) | 25.3 | Depth Anything 3 | 36.4 |
Step 7: Getting Hands-On With World Labs' Public Tools Today
Atlas itself is in early access, gated behind a request form for select partners rather than open to the public, with no published pricing yet [3]. Marble, by contrast, is publicly available today with a freemium tier. And critically, World Labs also maintains an open-source renderer that anyone can use right now, independent of Atlas or Marble access: Spark, an MIT-licensed 3D Gaussian Splatting renderer built on top of Three.js, designed to render the same splat format Atlas and Marble both output [7].
If you want to actually render a Gaussian splat scene in a browser today rather than wait on Atlas access, Spark is the concrete starting point:
bash/code # Install World Labs' open-source Spark renderer to view Gaussian splat scenes # (the same output format Atlas and Marble both produce) in a Three.js scene. npm install @sparkjsdev/spark three # Or clone the repo directly to explore the official examples git clone https://github.com/sparkjsdev/spark.git
That installs the renderer. The minimal usage pattern from Spark's own documentation creates a Three.js scene, adds a SparkRenderer, and loads a .spz splat file into a SplatMesh, which is the same splat format Atlas's reconstruction output and Marble's exports both use, so scenes generated by either tool can be dropped directly into a Spark-based viewer without a format conversion step [7].
Where This Fits for Video Creators
It is worth being precise about what Atlas is not. It is not a consumer creative tool you can sign up for today, and its headline use cases, robotics simulation and enterprise 3D reconstruction, are aimed well past the content-creator audience. But the specific capability driving the most excitement, camera geometry as a native, literal input rather than a natural-language suggestion, is the same underlying problem that makes AI video generation frustrating for creators today: getting a consistent camera move and a coherent scene across a full shot, instead of a single striking frame that falls apart the moment the camera moves.
That is exactly the gap Miraflow's cinematic AI video generator is built to close for creators who need that consistency now, using Veo 3.1 to generate cinematic clips with coherent motion for product ads, storytelling, and short cinematic scenes, without waiting on an early-access world model. And when a shot calls for a reconstructed or stylized starting frame rather than a video from scratch, the AI Image Generator in Miraflow AI covers the text-to-image, image-to-image, and inpainting side of that same production pipeline. If you're tracking how other 2026 models compare on similar camera-control and video-quality ground, our breakdowns of MiniMax H3 against Veo 3.1 and Seedance 2.5 against Veo 3.1 cover two of the exact models Atlas benchmarked itself against.
For teams specifically trying to generate a camera-controlled or spatially consistent shot for a real production, here is what a well-formed request looks like when adapted for a model that treats camera direction as a literal path rather than a vague instruction, useful as a template whether you are testing an early-access world model or writing a detailed prompt for a cinematic video generator:
Establishing shot, [subject/location], camera starts at [starting position, e.g. eye-level, 3 meters back], moves along a [describe the path: slow arc left / straight dolly-in / rising crane] to end at [ending position], hold for [duration] at the end position, consistent lighting throughout the move, no jump cuts, maintain the same subject scale and identity across the full camera path.
Applied more concretely to a specific shot, here is what a full camera-controlled generation request looks like once you fill that template in with real detail, the kind of prompt an early-access Atlas partner or a comparable spatial video tool would need:
Single reference photo of a quiet coastal boardwalk at golden hour, generate a 12 second camera-controlled flythrough: camera begins at ground level facing down the boardwalk, glides forward and rises slowly to 4 meters, ending in a wide aerial view of the full coastline, preserve the original photo's lighting direction and color temperature throughout, keep all structures and railings geometrically consistent with the source image, no warping at the edges of the frame.
Common Mistakes When Evaluating World Models Like Atlas
- Treating self-reported benchmarks as independently verified. Without a published paper, model card, or third-party evaluation, Atlas's preference percentages and reconstruction error numbers are a starting point for evaluation, not a finished conclusion.
- Assuming Atlas is a downloadable or open-weight model. No checkpoint, parameter count, or training-compute figure was released. It is closed, API-gated, and currently limited to early-access partners.
- Confusing Atlas with Marble. Marble is the shipped consumer product; Atlas is the underlying model that will eventually power future Marble versions and a broader API. They answer different questions and are not interchangeable in coverage or in practice.
- Assuming the one-minute, 1440p ceiling is a hard limit on the category. It is a limit of this specific early-access model at this point in time, not a physical constraint on camera-controlled generation as a technique.
- Ignoring the difference between generation and reconstruction. Atlas's reconstruction benchmarks (from real photos into 3D) and its generation benchmarks (from a photo into new camera-controlled video) measure genuinely different capabilities and should not be cited interchangeably.
Evaluating a World Model for Production: A Practical Checklist
If your team is evaluating Atlas, Marble, or any comparable camera-controlled generation or 3D reconstruction system for an actual production pipeline rather than a demo, a few questions consistently separate a useful evaluation from a hype-driven one:
- Does the vendor disclose enough for you to reproduce their benchmark, even partially? A missing paper or model card, as with Atlas at launch, does not mean the numbers are false, but it means you should budget time to run your own comparison on representative footage before committing.
- What is the actual output ceiling today, not on the roadmap? One minute at 1440p is workable for many shots but a hard constraint for a full narrative sequence. Know the real limit before you scope a project around a tool.
- Does your use case need literal camera geometry, or is natural-language direction good enough? If you are producing a straightforward social ad or short-form video, a natural-language camera instruction inside a mature tool like Text2Shorts is often faster to iterate on than a full spatial-context workflow built for VFX previs or robotics.
- Is the output format compatible with your existing pipeline? Gaussian splats need a splat-aware renderer like Spark; if your downstream tools expect traditional meshes or standard video files, confirm the export path before building a workflow around a splat-native model.
- Is this a generation problem, a reconstruction problem, or both? Teams frequently need one and evaluate the other. Clarify which capability actually solves your production bottleneck before comparing benchmark numbers across models that may excel at only one side of that split.
- Does the tool need to run in real time, or is an offline render acceptable? Genie 3's real-time, interactive environments and Atlas's fixed camera-controlled clips solve different problems even though both get described as "world models." A live product demo or an interactive training simulation needs the former; a single cinematic shot for a video edit needs only the latter.
- Can it run on your own infrastructure if that is a hard requirement? NVIDIA's Cosmos is explicitly self-hostable and open for exactly this reason. Atlas and Genie 3 are currently closed, hosted systems, which is a dealbreaker for some robotics and automotive teams regardless of output quality.
Frequently Asked Questions
Is World Labs Atlas available to the public yet? No. As of this writing, Atlas is in early access for select partners only, requested through a form on World Labs' site, with no published general-availability date or pricing.
What is the difference between Atlas and Marble? Marble is World Labs' shipped consumer product for generating and editing 3D environments, available today with a freemium tier. Atlas is the newer, broader foundation model announced in September 2026 that will power future versions of Marble and a wider API platform, rather than being a consumer app itself.
Did World Labs publish a research paper for Atlas? No. Independent coverage at launch noted that World Labs released no accompanying paper, model card, parameter count, or training-compute disclosure, describing the training data only in general terms.
What file format does Atlas output for 3D reconstruction? Point clouds and 3D Gaussian splats, the same splat representation Marble uses, which lets outputs from either tool render in a splat-aware viewer like World Labs' own open-source Spark renderer.
How long and what resolution can Atlas generate? Up to one minute of camera-controlled video at 1440p resolution, based on World Labs' own launch announcement, using camera geometry as a native input rather than a text description.
Is Atlas meant for video creators, or something else? Its headline use cases, robotics real-to-sim training data and enterprise 3D reconstruction, are aimed primarily at robotics, VFX, and design teams. Creators looking for camera-controlled cinematic video available today are better served by a shipped, accessible tool like Miraflow's cinematic AI video generator.
How does Atlas compare to video models like Veo 3.1, MiniMax H3, or Seedance 2.5? World Labs reports winning blind preference tests against MiniMax H3, Gemini Omni Flash, and Seedance 2.5 specifically on camera-path-following accuracy, not on overall video quality or realism, and those numbers are self-reported rather than independently verified.
Conclusion
Atlas is the clearest signal yet that the next real fight in generative video is not resolution or realism, both of which are converging across most frontier video models, but genuine spatial and geometric control: a model that treats a camera path as a hard constraint instead of a suggestion, and that can move fluidly between generating a new scene and reconstructing a real one from a handful of photos. World Labs backing that bet with a unified omni model, rather than three separate specialized tools, and doing it with Autodesk and Nvidia's money behind it, makes this worth tracking even while it sits behind an early-access gate with no published paper to fully verify its claims. For creators who need spatially consistent, camera-controlled video today rather than in a future access wave, that same underlying demand for coherent motion and scene consistency is exactly what Miraflow's cinematic AI video generator and AI image generator are built to deliver right now.
References
- Atlas: A World Model for Spatial Intelligence, World Labs official blog
- Fei-Fei Li's World Labs, backed by $1.2B, unveils Atlas world model, Dealroom News
- World Labs Atlas Launch Withholds Paper, Price and Partners, implicator.ai
- Fei-Fei Li's World Labs speeds up the world model race with Marble, its first commercial product, TechCrunch
- World Labs Formally Launches Marble, A Generative World Model, Radiance Fields
- World Labs unveils Atlas, a single AI model that generates, reconstructs, and simulates 3D worlds from just a few photos, The Decoder
- Spark: An advanced 3D Gaussian Splatting renderer for Three.js, GitHub
- World Labs unveils Atlas world model: capabilities and access, DataNorth AI
- World Labs Launches Marble as Spatial Intelligence Becomes the New AI Focus, PYMNTS
- World Labs debuts Atlas, an omni world model, in early access, AI Weekly
- [Genie (AI model), Wikipedia](https://en.wikipedia.org/wiki/Genie_(AI_model))
- Cosmos 3: Omnimodal World Models for Physical AI, arXiv


